• Title/Summary/Keyword: presentation learning

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Area Extraction of License Plates Using an Artificial Neural Network

  • Kim, Hyun-Yul;Lee, Seung-Kyu;Lee, Geon-Wha;Park, Young-rok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.7 no.4
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    • pp.212-222
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    • 2014
  • In the current study, the authors propose a method for extracting license plate regions by means of a neural network trained to output the plate's center of gravity. The method is shown to be effective. Since the learning pattern presentation positions are defined by random numbers, a different pattern is submitted to the neural network for learning each time, which enables it to form a neural network with high universality of coverage. The article discusses issues of the optimal learning surface for a license plate covered by the learning pattern, the effect of suppression learning of the number and pattern enlargement/reduction and of concentration value conversion. Results of evaluation tests based on pictures of 595 vehicles taken at an under-ground parking garage demonstrated detection rates of 98.5%, 98.7%, and 100%, respectively.

Area Extraction of License Plates Using a Artificial Neural Network (인공신경망을 이용한 번호판 영역 추출)

  • hwang, suen ki;Kim, Tae-Woo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.1 no.3
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    • pp.105-109
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    • 2008
  • In the current study, the authors propose a method for extracting license plate regions by means of a neural network trained to output the plate.s center of gravity. The method is shown to be effective. Since the learning pattern presentation positions are defined by random numbers, a different pattern is submitted to the neural network for learning each time, which enables it to form a neural network with high universality of coverage. The article discusses issues of the optimal learning surface for a license plate covered by the learning pattern, the effect of suppression learning of the number and headlight sections, as well as the effect of learning pattern enlargement/reduction and of concentration value conversion. Results of evaluation tests based on pictures of 595 vehicles taken at an underground parking garage demonstrated detection rates of 98.5%.

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Pretext Task Analysis for Self-Supervised Learning Application of Medical Data (의료 데이터의 자기지도학습 적용을 위한 pretext task 분석)

  • Kong, Heesan;Park, Jaehun;Kim, Kwangsu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.38-40
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    • 2021
  • Medical domain has a massive number of data records without the response value. Self-supervised learning is a suitable method for medical data since it learns pretext-task and supervision, which the model can understand the semantic representation of data without response values. However, since self-supervised learning performance depends on the expression learned by the pretext-task, it is necessary to define an appropriate Pretext-task with data feature consideration. In this paper, to actively exploit the unlabeled medical data into artificial intelligence research, experimentally find pretext-tasks that suitable for the medical data and analyze the result. We use the x-ray image dataset which is effectively utilizable for the medical domain.

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An Algorithm of Fingerprint Image Restoration Based on an Artificial Neural Network (인공 신경망 기반의 지문 영상 복원 알고리즘)

  • Jang, Seok-Woo;Lee, Samuel;Kim, Gye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.530-536
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    • 2020
  • The use of minutiae by fingerprint readers is robust against presentation attacks, but one weakness is that the mismatch rate is high. Therefore, minutiae tend to be used with skeleton images. There have been many studies on security vulnerabilities in the characteristics of minutiae, but vulnerability studies on the skeleton are weak, so this study attempts to analyze the vulnerability of presentation attacks against the skeleton. To this end, we propose a method based on the skeleton to recover the original fingerprint using a learning algorithm. The proposed method includes a new learning model, Pix2Pix, which adds a latent vector to the existing Pix2Pix model, thereby generating a natural fingerprint. In the experimental results, the original fingerprint is restored using the proposed machine learning, and then, the restored fingerprint is the input for the fingerprint reader in order to achieve a good recognition rate. Thus, this study verifies that fingerprint readers using the skeleton are vulnerable to presentation attacks. The approach presented in this paper is expected to be useful in a variety of applications concerning fingerprint restoration, video security, and biometrics.

Effect of the e-Learning Instructional Design on Perceived Learning Transfer and Satisfaction (e-Learning 프로그램 교수설계요인이 학습전이 및 만족도에 미치는 영향)

  • Won, Hyo-Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.482-489
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    • 2013
  • The purpose of this study was to identify the relationship of instructional design, perceived learning transfer, and satisfaction. The data were collected using questionnaire from the sample of 239 nursing students. The level of learning transfer was explained by introduction with learning context & providing guidance and initial attention. The level of learning transfer was explained by learning object with motivation, learning goal alignment, accessibility and feedback & adaptation. The level of program satisfaction was explained by introduction with learning context & providing guidance and initial attention. The level of program satisfaction was explained by learning object with motivation, presentation design, interaction availability, feedback & adaptation, learning goal alignment and contents quality. The findings serve as basic data to design e-Learning program to improve learning transfer and satisfaction.

Implications for Developing Environmental Education Teaching Materials: Based on the Focus Group Discussion (학교 환경교육 교재 개발을 위한 시사점: 환경교사 포커스 그룰 토론 결과를 토대로)

  • Son Yeon-A;Shin Dong-Hee;Ko Hee-Ryung;Lee Dong-Yeob;Lee Kee-Young
    • Hwankyungkyoyuk
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    • v.19 no.2 s.30
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    • pp.133-146
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    • 2006
  • The purpose of this study was to examine how environmental education teachers think about environmental teaching materials of their use in primary and secondary schools. For this purpose, six primary and secondary school teachers were selected for focus group discussion on October 17th, 2005. The discussion of focus group was recorded both on video and audio tapes. Teachers' discussion could be analyzed in the perspectives of two big ideas, 'content selection' and 'content organization and presentation'. The big ideas were categorized into several areas: 1) The idea of 'content selection' was classified into 4 areas such as integration, difficulty level, locality, and timeliness, 2) The idea of 'content organization and presentation' was classified into 4 areas such as learning motivation, teaching and teaming strategy, evaluation method, application of teaching materials. This study provided meaningful ideas, which can be used in developing environmental education materials as well as effective teaching and teaming strategies for school environmental educators.

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Using Mobile Phones in EFL Classes

  • Sung, Tae-Soo;Park, Kab-Yong;Joo, Chi-Woon
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.33-40
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    • 2017
  • This article is to investigate the possibility that project-based classes introducing mobile phones can replace the monotony of traditional classes led by teachers as well as they can encourage students to take active part in the classes to some extent. The students in groups choose a genre for their own video projects (e.g., movie, drama, news, documentary, and commercial) and produce the video contents using a mobile phone for presentation made at the end of a semester. In the sense that the students are allowed to do video-based mobile phone projects, they can work independently outside of class, where time and space are more flexible and students are free from the anxiety of speaking or acting in front of an audience. A mobile phone project consists of around five stages done both in and outside of the classroom. All of these stages can be graded independently, including genre selection, drafting of scripts, peer review and revision, rehearsals, and presentation of the video. Feedback is given to students. After the presentation, students filled out a survey questionnaire sheet devised to analyze students' responses toward preferences and level of difficulty of the project activity. Finally, proposals are made for introduction of a better mobile phone-based project classes.

A Study on the Types of Future Teaching-Learning and Space (미래 교수-학습 및 공간의 유형에 관한 연구)

  • Cho, Jin-Il;Choi, Hyeong-Ju;Hong, Sun-Joo;Ahn, Tae-Youn
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.1
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    • pp.13-24
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    • 2020
  • The purpose of this study is to analyze and match future teaching-learning methods with learning-space types as customized not only by school grade or grade groups, but also by learning modality. As a result, the following six teaching-learning methods were identified as future teaching-learning methods: flipped learning, deeper learning, collaborative learning, learning through immersive virtual reality, playful learning, and learning through OER(Open Educational Resources). There were also six learning-space types that were identified: playing and discovering space, a making and placement space, a presentation and sharing space, a space for independent study, space as a stage, and space as content(See Tables 8 and 11). Learning-space types and future teaching-learning methods were matched with 22 different types of learning modalities based on the presented degree of utilization by school grade or grade groups(See Table 13).

'Ecology & Environment' Learning Case by GBS (Goal-Based Scenario) (GBS(Goal-Based Scenario)에 의한 '생태와 환경' 수업 사례)

  • Lee, Myong-Soon
    • Hwankyungkyoyuk
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    • v.20 no.3
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    • pp.31-44
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    • 2007
  • The solution of the environment problem is the common issue all over the world, for this reason the necessity of the environmental education of school has emphasized. On this a variety method for environmental education is needed, this paper planned and applied the 'ecology & environment' for high school which are based on GBS theory and presented a new model of environment education. GBS(Goal-Based Scenario) is that learners are presented with an end goal that is motivating and challenging. This goal is structured such that, in order to successfully meet it learners are required to build a predetermined core set of skills and knowledge by process mission and scenario. GBS is an active learning environment in which learners are trained in study that have a real-world context. When they are back in real-world they have increased ability to apply what was learned by reflecting on the GBS learning experience. This study was designed on GBS theory and taught a class by using internet Blog. As a result, when carefully reviewing the materials such as final presentation reflect journal, we conclude that the students' awareness of a learning environment is improved and the students seems to try to apply the learning outcome to a real life.

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Conceptual Clothing Design Process Using Cooperative Learning Strategies: Senior Clothing Design Class

  • Sohn, MyungHee;Kim, Dong-Eun
    • Fashion, Industry and Education
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    • v.14 no.1
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    • pp.59-68
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    • 2016
  • This paper identified the source of inspiration to cooperatively design a fashion collection from US undergraduate clothing design students and addressed how to implement team-based learning strategy to conceptual clothing design in class. Data was collected from the total of 51 students in a senior clothing design course at a large 4-year university in the US. The assigned project for this class was to develop a group collection under a same theme. Each student worked with his/her team member(s) to create an outfit and the entire class worked as a group to create a cohesive collection. The study showed that the sources of inspiration for the themes/concepts came from 11categories: historic era/old Hollywood glamour, shape/line/structure/architectural, fairy tales movies, nature/abstract, circus/mysterious, occasion/place, object, designer/artist, futuristic, culture, and various movies. To implement cooperative learning strategies in the clothing design class, a total of five class presentation/discussion sessions were held for theme/concept decision, fabric decision, design decision, test garment evaluation and design modification, and final products. Throughout the design process, team-based learning strategy promoted students' engagement and participation and inspired their critical thinking skills for making decisions within a team.